Loading libs/surfaceflinger/Layer.cpp +22 −3 Original line number Diff line number Diff line Loading @@ -281,9 +281,28 @@ void Layer::onDraw(const Region& clip) const GLuint textureName = mTextures[index].name; if (UNLIKELY(textureName == -1LU)) { // the texture has not been created yet, this Layer has // in fact never been drawn into. this happens frequently with // SurfaceView. clearWithOpenGL(clip); // in fact never been drawn into. This happens frequently with // SurfaceView because the WindowManager can't know when the client // has drawn the first time. // If there is nothing under us, we paint the screen in black, otherwise // we just skip this update. // figure out if there is something below us Region under; const SurfaceFlinger::LayerVector& drawingLayers(mFlinger->mDrawingState.layersSortedByZ); const size_t count = drawingLayers.size(); for (size_t i=0 ; i<count ; ++i) { const sp<LayerBase>& layer(drawingLayers[i]); if (layer.get() == static_cast<LayerBase const*>(this)) break; under.orSelf(layer->visibleRegionScreen); } // if not everything below us is covered, we plug the holes! Region holes(clip.subtract(under)); if (!holes.isEmpty()) { clearWithOpenGL(holes); } return; } drawWithOpenGL(clip, mTextures[index]); Loading Loading
libs/surfaceflinger/Layer.cpp +22 −3 Original line number Diff line number Diff line Loading @@ -281,9 +281,28 @@ void Layer::onDraw(const Region& clip) const GLuint textureName = mTextures[index].name; if (UNLIKELY(textureName == -1LU)) { // the texture has not been created yet, this Layer has // in fact never been drawn into. this happens frequently with // SurfaceView. clearWithOpenGL(clip); // in fact never been drawn into. This happens frequently with // SurfaceView because the WindowManager can't know when the client // has drawn the first time. // If there is nothing under us, we paint the screen in black, otherwise // we just skip this update. // figure out if there is something below us Region under; const SurfaceFlinger::LayerVector& drawingLayers(mFlinger->mDrawingState.layersSortedByZ); const size_t count = drawingLayers.size(); for (size_t i=0 ; i<count ; ++i) { const sp<LayerBase>& layer(drawingLayers[i]); if (layer.get() == static_cast<LayerBase const*>(this)) break; under.orSelf(layer->visibleRegionScreen); } // if not everything below us is covered, we plug the holes! Region holes(clip.subtract(under)); if (!holes.isEmpty()) { clearWithOpenGL(holes); } return; } drawWithOpenGL(clip, mTextures[index]); Loading